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Subject: Inkscape Extensions for Boardgame Development rss

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Pelle Nilsson
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Villane wrote:
Sorry if this has been asked before: any chance of combining hex map generation with counter sheet generation? i.e. create a series of hex counters like with the countersheet generator, but layed out like a hex map (should be much easier to cut out).


If someone else does it and sends me a nice patch I will include it.

There is a better, more sparse, pattern you can put the hexes in that gives you fewer straight cuts to separate them. I can see a point to supporting both that and a more compact tiled hex pattern.

You can do it manually for now by using the layout layer, adding a rectangle for where each hex should be (upper-left corner is what is used for positioning the tile, making sure each rectangle is slightly bigger than one hex).
 
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Erkki Lindpere
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Thanks, ended up doing that. I guess what I asked for isn't really a necessary feature. After using your extensions for a while now (they are really really useful!), I would rather have some other features instead.

One is preserving text formatting (Bold, Italic, Line breaks)... but it seems it would require changes to LibreOffice as well.
Unless you are already working on something like that, I will gladly look into how to make that work (e.g. create a LibreOffice plug-in and a patch to your plug-in).

Another thing is card backs and maybe allowing alternate positioning for complex counters if there's a lot of variation in the fronts as well -- since all the pieces need to be grouped and thus on the same layer, it is awkward to handle lots of variation. It seems that as of now, the card back would have to be located inside the same rectangle as the front. Then if you have decorative elements on the front, those appear on the backs as well. And if the back is just as complex as the front, it can get overwhelming. IMHO the back should just as well work if it's on a separate same-sized rectangle as the front, located elsewhere in the image. Sorry if there's already a solution for that, but I couldn't find how it works. I guess I should learn a bit of Python and look at your code.
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Carlos Moreno Serrano
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With the latest version of Inkscape, the multiselect seems not to work.
Has any of you made it work with version 0.48.1 of Inkscape?

pelni wrote:
One of the examples of multiselect countersheets in 1.2:


template


csv data file


result

(B is the multiselect column. Not very pedagogic screenshot perhaps. Some rows further down have the value "sad" in that column, to get the sad mouth.)

(The other multiselect example one is a basic NATO wargame countersheet, like most other examples.)
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Pelle Nilsson
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Yes, others also reported problems with multi-select.

It is probably better in almost every possible way to try the experimental almost-2.0 version of the extension available on github:

https://github.com/lifelike/countersheetsextension

It just lacks some documentation and testing before becoming a real release (yes, I have said that for a very long time now).

(Sorry, I was away from the geek for a little while.)
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Pelle Nilsson
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I tagged the current version on github as "2.0pre1". Would be great to have some feedback to fix the worst problems before calling it 2.0.

https://github.com/lifelike/countersheetsextension/archive/2...

EDIT: I will try to remember to change the old homepage to forward visitors to github for the current version.
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Pelle Nilsson
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Hexmap effect also got an update today (also soon going for 2.0?) with support for bricks instead of proper hexes.

Map without 'bricks' option selected:



Same map with 'bricks' option selected:



(Click to get the SVGs.)

Download:
https://github.com/lifelike/hexmapextension/archive/bricks_a...

More info:
https://github.com/lifelike/hexmapextension

There are probably some bugs in combinations with different other options, and they do make it more obvious that it would be nice to have a "straight rows" (instead of "straight columns") option.
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Pelle Nilsson
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So I had to add rotate support now... Download:
https://github.com/lifelike/hexmapextension/archive/rotate_a...




Same map with 'bricks' option selected:

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Pelle Nilsson
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The configuration of coordinates now require a bit of trial and error because how rows and columns are rendered when the map is rotated, but there are not that many different combinations to try luckily. Will have to think of better names.
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Pelle Nilsson
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To my surprise the hex corners worked with a brick map too, but I'm not sure they are useful for anything:


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Tim Nelson
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Playing "Paddocks" in a new way .
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Blair Markell
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If I could make a feature request: right now, the hexmap option produces "side-up" hexes while the new rotate option produces "vertex-up" hexes. Using the "rotate" option produces a map where the topmost hex of the second column is above the topmost hex of the first column. Could this be an option for the normal (i.e., non-"rotate"-d) hexmap? This is what I had in mind:

(This was made using an image editor, not your extensions.) Thanks!
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Pelle Nilsson
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Good suggestion! I have not needed that (yet), but will have a look how much work it is to add. The code is a bit messy, especially handling of corners and edges when generating grids that tile, and this will probably add to that.

EDIT: What should an option for that be called? Suggestions?
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Tim Nelson
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I think "staggering" or "staggered" would be the appropriate term.

EDIT: I edited Wiktionary, so I've edited this post to reflect that.

See http://en.wiktionary.org/wiki/stagger Verb definition group 3, and http://en.wiktionary.org/wiki/staggered Adjective definition 2. The definitions aren't all great, but the examples are valid. So for the US Senate (Adjective #2), each of the three groups is elected for 6 years, each starting 2 years apart.
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Daniel Lamb
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This is an excellent idea - it would have saved me a lot of time on my last map as I had to make this happen the hard way (i.e. creating an additional column to the left of the map by hand).

Tim's suggestion of "staggering" is a good one. Another might be "First Column Down" with a check box.


EDIT: In Joel Uckleman's MkHex program, the feature is called grid-start:

Quote:
grid-start=start
If the grain is vertical, set whether the first column starts in or out. If the grain is horizontal, set whether the first row starts in or out. Permissible values are i for in, or o for out. Which column or row is the first is fixed by the coordinate origin.
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Pelle Nilsson
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Isn't a hex map equally staggered no matter if the first column begins up or down?
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Pelle Nilsson
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I think this was surprisingly easy to fix, or at least I could not find a combination of options that looked broken (but there are starting to get many combinations, and unfortunately I lost my automatic grid tests when breaking up the old combined extensions project... need to add them back sometime).

No "release" but you can download the inx and py file from github if you want to try:

https://github.com/lifelike/hexmapextension

EDIT: There is a ZIP download button you can use to get the most current version of all files.

Still looking for a name more obvious than "First column half-hex down".
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Daniel Lamb
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Oops - I meant to tip your post to the link with the new feature.

Man you are fast! How about "First column indented"

Or "Columns down/up/down/up..."


Naming things is tough

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Blair Markell
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BoardGameGeek » Forums » Gaming Related » Do It Yourself
Re: Inkscape Extensions for Boardgame Development
pelni wrote:
Still looking for a name more obvious than "First column half-hex down".


I'd suggest "topmost full hexes in odd columns" and "topmost full hexes in even columns."

Also, rather than "normal" and "rotate" options, I'd suggest "vertex up" and "side up," or "horizontal grain" and "vertical grain."


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Pelle Nilsson
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kellvyn wrote:


Also, rather than "normal" and "rotate" options, I'd suggest "vertex up" and "side up," or "horizontal grain" and "vertical grain."




Was just about to fix this, but... "horizontal grain" is the rotated version, right? So if I change the option to "Horizontal Grain" it should be somewhat obvious that checking that box will make the grid have horizontal straight rows instead of the normal vertical straight columns?
 
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Pelle Nilsson
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Did some minor cleanup in preparation for calling the hexmap effect 2.0:

- Removed options for coordinate text size and position. I have been meaning to do this for a long time. It is a lot easier to just select all of them (click one, then press Ctrl-A) and use the Text dialog (Ctrl-Shift-T) to change font and size of text. Use the arrow keys when all coordinates are selected to move all around. Font size will be 1/10
of hex height which looks reasonably good as a default imo.

- No option for symmetric hexes. That is assumed to always be true now. If you really need asymmetric hexes, just drag-select the entire grid and change the size in some direction to deform it... (But... why?)

- Automatic scaling of the hex centerdots. They used to look huge when making a grid of small hexes, and almost invisible when making big hexes. Still something that is easy to fix though (again, select one, then press Ctrl-A to select all, and use the Transform tool for instance to change size of all of them).
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Pelle Nilsson
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Fixed a bug with half-hexes missing on top row when making maps that tiles vertically. But internet died here before I pushed to github.

Anyway think I got some fixes pushed to get coordinates and centerdots on half-hexes (finally!).






sl2.svg

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Blair Markell
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pelni wrote:
kellvyn wrote:


Also, rather than "normal" and "rotate" options, I'd suggest "vertex up" and "side up," or "horizontal grain" and "vertical grain."




Was just about to fix this, but... "horizontal grain" is the rotated version, right? So if I change the option to "Horizontal Grain" it should be somewhat obvious that checking that box will make the grid have horizontal straight rows instead of the normal vertical straight columns?


Oops! You're correct. "Side up" and "vertical grain" are suggested names for the currently-named "normal" option. "Vertex up" and "horizontal grain" are suggested names for the currently-named "rotate" option.
 
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Pelle Nilsson
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Thanks! I will probably go with that. But there is no name for the "normal" mode, because it is just a checkbox, so it can only have the label for what you get if the box is checked.
 
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patrick mullen
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Why is the VASSAL feature being removed? Is it just something you didn't have time to support? I'm trying to decide whether to use 1.4 or the github version of counterextension and I'm not sure what features are different between them. Is there a reason at this time to use 2.0, or is it just not ready yet?
 
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Pelle Nilsson
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saluk wrote:
Why is the VASSAL feature being removed? Is it just something you didn't have time to support? I'm trying to decide whether to use 1.4 or the github version of counterextension and I'm not sure what features are different between them. Is there a reason at this time to use 2.0, or is it just not ready yet?


The VASSAL feature had bugs and was too much work to fix. The format for counters in the VASSAL vmod file is (was?) not documented anywhere and quite cryptic. After adding counters to a vmod file it was possible to use it in VASSAL, but not edit it, which felt very unstable to me (what else might be broken?).

So at some point I decided to stop including it. I don't think I will add it again, but if someone else does I would be happy to include the code.

Some VASSAL developer spoke about a new feature (not sure if it is included yet?) that would allow you to import countersheets as one big image and split it into counters. That might make it a bit easier to create counters with Inkscape and import into VASSAL. But one nice thing with the VASSAL export I made was that you could use columns in the spreadsheet to decribe what VASSAL Prototypes to apply to each counter, and in what sub-panel to place them, saving a lot of manual work for every update.

I tagged the code on github before removing VASSAL, so the latest export code version is easy to find for anyone daring to try to merge it back in:
https://github.com/lifelike/countersheetsextension/tree/befo...
 
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